Hover an item and press Ctrl+Alt+C. The Crafting Assistant copies it and opens a window that answers the question you actually have: *what can I still do to this, and is it worth doing?*
What it shows
Roll quality per modifier. For each mod: its tier, and where inside that tier's range it landed. A tier-1 mod at the bottom of its range is a Divine Orb away from being much better; a tier-4 mod at the top of its range is not fixable with a Divine at all. Requires Advanced Mod Descriptions to be on in the game's UI options — without it the game does not include tier data in the copied text.
Usable currency. Not a list of every orb; a list of the orbs that would actually *do something* to this item in this state. An Exalted Orb needs an empty affix slot. A Regal needs a magic item. A Divine needs a mod with a range left to improve. The assistant checks the item's state and greys out the rest, which stops the most common crafting mistake — firing an orb that cannot apply.
Rollable modifiers. Every mod the base could still roll, filtered to the item's level and the pool that has room. This is the "what am I hoping for" list, and it is the honest one: if the mod you want needs ilvl 82 and your base is ilvl 74, it will not appear.
Omens. Which omens change the next craft usefully, and what they would do. Omens are single-use and frequently worth more than the craft — the assistant is there so you check before you burn one.
Slot diagram. Prefixes and suffixes drawn separately with the empty slots visible. Sounds trivial, saves a lot of wasted currency: most "why did my Exalted add *that*" moments are actually "I had one prefix slot and three suffix slots open".
Using it well
Decide the goal before you spend. "Make this better" is not a goal. "Get tier 1 life into the open prefix" is. The assistant tells you the odds of that specific outcome; it cannot tell you whether an item is worth improving.
Check the price first. Ctrl+Alt+D, then Ctrl+Alt+C. If the item is worth 20 exalted and the craft costs 40 exalted of materials with a 30% success rate, the answer is to buy a better one. That maths is the difference between crafting and donating.
Fill empty slots before you reroll filled ones. Adding a mod to an empty slot is cheap and additive. Replacing an existing mod is expensive and can go backwards. Exhaust the cheap direction first.
Divine last. Rerolling numbers on an item whose *mods* you might still change is throwing currency away. Get the mod set right, then perfect the numbers.
Respect the suffix trap. An item with three junk suffixes and an open prefix is not "one mod from great" — it is an item whose suffixes are locked in unless you annul, and annulling picks at random. Count the slots before you form a plan.
Where it stops
The assistant models what the item *can* do and what each currency *would* do. It does not simulate a full crafting sequence with probabilities compounded over many steps — for that, the Crafting Calculator on the Crafting page works through recipe costs, and the Instilling bench handles that specific mechanic.
It also does not know what your build needs. An upgrade for your character is a different question from a better item, and that one belongs to the Upgrade Finder.
Two surfaces, one tool
- `Ctrl+Alt+C` — copies the hovered item and opens the assistant with it loaded. This is the one to bind.
- The feature-bar button — opens the window *without* copying anything, deliberately. Otherwise clicking it would load whatever was last on your clipboard, which is usually the item you just price-checked.